using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using TowerDefense.Actors;
using TowerDefense.Screens;

namespace TowerDefense
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        public static int ScreenWidth;
        public static int ScreenHeight;
        private ScreenManager screenManager;

        public double percent = .9;
        private InputHandler input;

        private World<Actor> world;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            ScreenHeight = 720;//Convert.ToInt32(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height * percent);
            ScreenWidth = 1280;// Convert.ToInt32(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width * percent);
            graphics.PreferredBackBufferHeight = ScreenHeight;
            graphics.PreferredBackBufferWidth = ScreenWidth;

            this.input = new InputHandler(this);
            this.Components.Add(input);
            

            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
           // this.screenManager = new ScreenManager(this, spriteBatch);
            //Services.AddService(typeof(ScreenManager), this);
           //  this.screenManager.addScreen(new MainMenuScreen(this.screenManager.Game));
           //  this.Components.Add(this.screenManager);

            world = new World<Actors.Actor>();
          //  world.add(new Location(1, 1), new BoundedGrid<Actor>(5,5));
          //  ((BoundedGrid<Actor>) world.getGrid().get(new Location(1, 1))).put(new Location(1, 1), new PlayerUnit( this.Content.Load<Texture2D>(@"Cursor"), Color.Wheat));
            world.add(new Location(2, 5), new PlayerUnit(this.Content.Load<Texture2D>(@"Cursor"), Color.Wheat));

           // world.add(new Location(7, 2), new PlayerUnit(this.Content.Load<Texture2D>(@"Cursor"), Color.Wheat));

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            foreach (Location loc in world.getGrid().getOccupiedLocations())
            {
                if (world.getGrid().get(loc).GetType() == typeof(BoundedGrid<BoundedGrid<Actor>>))
                {
                    foreach(Location innerLoc in ((BoundedGrid<Actor>) world.getGrid().get(loc)).getOccupiedLocations())
                    {
                        ((BoundedGrid<Actor>) world.getGrid().get(loc)).Draw(spriteBatch, new Location(8, 8));
                    }
                }
                else
                world.getGrid().get(loc).Draw(spriteBatch, loc);
            }

            //TODO:

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
